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Update 27/07/2013 I have another build to share with you guys, I have done a lot of work under the hood to fix some problems with the pathfinder...
Update 04/07/2013 I have created a video explaining some of the controls and UI from my latest build: [media]
Thanks for the kind words guys, I had a look at your projects as well, they are looking good. I especially liked Hax, is it some sort of "Don't...
Update 04/07/2013 Hi Guys I have a game play prototype for you guys to look at, its very very very early and I already have a long list of things...
Thanks, The game is turn based and it will have strategy elements and will also be totally crazy too.. Just had at look at your project Pavilion,...
Hi Guys Update 04/07/2013 I have another build to share with you guys, I have done a lot of work under the hood to fix some problems with the...
I am used this decal system to do something similar. You can fade out a Decal by creating a texture atlas with a few different steps of fade and...
This is an Awesome tool :D I have been doing some more work with it and I am loving the results. I found that if you try and add a lot of...
Reading up on optimization I found that destroying and then re-initiating prefabs is not optimal "for some Unity specific reasons I don't...
My idea for WipeDecalSystem() was to simply clear it of all projectors so that it could be reused with out having to be re-initiated. This is...
Thank you again Dantus you very quick at support :P I have a solution working atm so its not a problem I was hoping that there was a way to keep...
Thanks Dantus I found the problem that I was having, it turns out that if all the projectors on a DecalsMesh are removed the DecalsMesh is...
Thanks for your help I got this, and its not working :( DecalsMesh TargetDecalsMesh =...
Thanks How can I get a list of the projectors on the Decals Mesh? I don't know what projectors are on the Decals Mesh at any given time without...
How would one clear all projectors from the DecalsMesh? I am using this atm but its not clearing everything and I get an out of range error after...
To anyone reading this thread thinking of getting this asset, This is very true. The source has all you need in terms of documentation to get...
Thanks Leslie Young, awesome feedback :P Its good to know about the node cache, I will use that when I can. The AttachToNode("Enemy") in the...
Ok I got what I wanted working, I can now place units in the editor and they are usable in the game. I was a bit confused as to were everything...
Sounds like what I am trying to implement :P I want to place the units in the editor manually and not randomly spawn them. Any hints on how you...
Just bought this asset and its looking good, cuts down on my workload a huge amount. I just have a few Questions regarding the code: Is their a...